forked from Shardstone/trail-into-darkness
216 lines
7.4 KiB
Markdown
216 lines
7.4 KiB
Markdown
# In-Game Logging System Design
|
|
|
|
**Package:** `com.jovian.ingame-logging`
|
|
**Date:** 2026-04-05
|
|
|
|
## Purpose
|
|
|
|
An optimized, low-allocation in-game logging system for displaying gameplay messages (roll values, damage, events) to the player. Injectable via constructor DI, not static. Saves/loads with the Jovian save system.
|
|
|
|
## Core Data Types
|
|
|
|
### LogChannel (readonly struct)
|
|
|
|
Zero-allocation value type with string-based identity for serialization.
|
|
|
|
```csharp
|
|
[Serializable]
|
|
public readonly struct LogChannel : IEquatable<LogChannel> {
|
|
[SerializeField] readonly string id;
|
|
public string Id => id;
|
|
public LogChannel(string id) => this.id = id;
|
|
|
|
// Built-in channels
|
|
public static readonly LogChannel Combat = new("Combat");
|
|
public static readonly LogChannel CharacterCreation = new("CharacterCreation");
|
|
public static readonly LogChannel World = new("World");
|
|
public static readonly LogChannel General = new("General");
|
|
|
|
// IEquatable, ==, !=, GetHashCode via id
|
|
}
|
|
```
|
|
|
|
Game code can define additional channels: `new LogChannel("Crafting")`.
|
|
Serialized via Newtonsoft `JsonConverter` that reads/writes the `id` string.
|
|
|
|
### LogEntry (readonly struct)
|
|
|
|
```csharp
|
|
[Serializable]
|
|
public readonly struct LogEntry {
|
|
public readonly string message; // supports TMP rich text tags
|
|
public readonly LogChannel channel;
|
|
public readonly float gameTime; // Time.time when logged
|
|
}
|
|
```
|
|
|
|
## Architecture
|
|
|
|
```
|
|
Game Code (CharacterCreationView, CombatSystem, etc.)
|
|
│ var log = new InGameLogger(store, LogChannel.Combat);
|
|
│ log.Log("Rolled 18 for Might");
|
|
│ log.Log("<color=#FFD700>Critical Hit!</color> 24 damage");
|
|
▼
|
|
InGameLogger (readonly struct, per-caller facade)
|
|
│ Holds: IGameLogStore reference + LogChannel
|
|
│ log.Log(msg) → store.Add(channel, msg)
|
|
│ log.Log(msg, color) → store.Add(channel, colored msg)
|
|
▼
|
|
IGameLogStore (singleton service, created in EntryPoint)
|
|
│ Ring buffer with configurable max capacity (default 500)
|
|
│ Add(channel, message), Clear(), Clear(channel)
|
|
│ GetEntries(), GetEntries(channel)
|
|
│ event Action<LogEntry> OnEntryAdded
|
|
│ event Action OnCleared
|
|
│ SaveLog(ISaveSystem, sessionId), LoadLog(ISaveSystem, sessionId)
|
|
▼
|
|
GameLogView (MonoBehaviour on UI prefab)
|
|
ScrollRect + VerticalLayoutGroup
|
|
Object pool of LogEntryView instances
|
|
Subscribes to IGameLogStore.OnEntryAdded / OnCleared
|
|
Optional channel filter (show one or all channels)
|
|
Auto-scroll to bottom, pause on manual scroll-up
|
|
```
|
|
|
|
## InGameLogger (Facade Struct)
|
|
|
|
```csharp
|
|
public readonly struct InGameLogger {
|
|
readonly IGameLogStore store;
|
|
readonly LogChannel channel;
|
|
|
|
public InGameLogger(IGameLogStore store, LogChannel channel) {
|
|
this.store = store;
|
|
this.channel = channel;
|
|
}
|
|
|
|
public void Log(string message) => store.Add(channel, message);
|
|
public void Log(string message, string hexColor)
|
|
=> store.Add(channel, $"<color={hexColor}>{message}</color>");
|
|
}
|
|
```
|
|
|
|
- No allocations beyond the message string itself
|
|
- Each caller (view, system) creates its own instance scoped to a channel
|
|
- Injected via `IGameLogStore` passed through constructor DI
|
|
|
|
## IGameLogStore (Service Interface)
|
|
|
|
```csharp
|
|
public interface IGameLogStore {
|
|
int Count { get; }
|
|
int Capacity { get; }
|
|
|
|
void Add(LogChannel channel, string message);
|
|
void Clear();
|
|
void Clear(LogChannel channel);
|
|
|
|
ReadOnlySpan<LogEntry> GetEntries();
|
|
// Filtered access for UI
|
|
int GetEntries(LogChannel channel, List<LogEntry> results);
|
|
|
|
event Action<LogEntry> OnEntryAdded;
|
|
event Action OnCleared;
|
|
|
|
// Save integration
|
|
GameLogSaveData GetSaveData();
|
|
void RestoreFromSaveData(GameLogSaveData data);
|
|
}
|
|
```
|
|
|
|
## GameLogStore (Implementation)
|
|
|
|
- **Ring buffer** backed by `LogEntry[]` array
|
|
- Configurable capacity (default 500), oldest entries evicted when full
|
|
- `Add()` writes to next slot, increments head pointer, fires `OnEntryAdded`
|
|
- `Clear()` resets head/count, fires `OnCleared`
|
|
- `Clear(LogChannel)` removes entries matching channel, compacts buffer
|
|
|
|
## Save Integration
|
|
|
|
**Dependency direction:** `com.jovian.ingame-logging` depends on `com.jovian.savesystem`.
|
|
|
|
```csharp
|
|
[Serializable]
|
|
public sealed class GameLogSaveData {
|
|
public List<LogEntry> entries; // all channels, in order
|
|
}
|
|
```
|
|
|
|
- `GetSaveData()` snapshots the ring buffer into a `GameLogSaveData`
|
|
- `RestoreFromSaveData()` rebuilds the ring buffer and notifies UI
|
|
- All channels saved together in one payload, each entry tagged with its `LogChannel`
|
|
- Game code calls save/load alongside its own persistence:
|
|
- Save: `saveSystem.Save(logStore.GetSaveData())` in the same session
|
|
- Load: `logStore.RestoreFromSaveData(saveSystem.Load<GameLogSaveData>(slot))`
|
|
|
|
## UI Design
|
|
|
|
### GameLogView (MonoBehaviour)
|
|
|
|
- Attached to a prefab with `ScrollRect` + `Content` (VerticalLayoutGroup)
|
|
- Holds reference to a `LogEntryView` prefab (for pooling)
|
|
- Subscribes to `IGameLogStore.OnEntryAdded` and `OnCleared`
|
|
- Object pool: pre-warms ~20 `LogEntryView` instances
|
|
- When pool is exhausted, recycles oldest visible entries
|
|
- Optional `LogChannel` filter field (null = show all)
|
|
- Auto-scrolls to bottom; pauses auto-scroll when user scrolls up manually
|
|
|
|
### LogEntryView (MonoBehaviour)
|
|
|
|
- Minimal: single `TMP_Text` serialized field reference
|
|
- `SetEntry(LogEntry entry)` sets text content
|
|
- TMP `richText = true` by default (supports `<color>`, `<b>`, `<size>`, etc.)
|
|
|
|
## Package Structure
|
|
|
|
```
|
|
Packages/com.jovian.ingame-logging/
|
|
├── package.json # com.jovian.ingame-logging, deps: savesystem, TMP
|
|
├── Runtime/
|
|
│ ├── Jovian.InGameLogging.asmdef
|
|
│ ├── LogChannel.cs
|
|
│ ├── LogEntry.cs
|
|
│ ├── InGameLogger.cs
|
|
│ ├── IGameLogStore.cs
|
|
│ ├── GameLogStore.cs
|
|
│ ├── GameLogSaveData.cs
|
|
│ ├── LogChannelJsonConverter.cs
|
|
│ └── UI/
|
|
│ ├── GameLogView.cs
|
|
│ └── LogEntryView.cs
|
|
└── Editor/
|
|
└── Jovian.InGameLogging.Editor.asmdef
|
|
```
|
|
|
|
### Dependencies
|
|
|
|
- `com.jovian.savesystem` (for ISaveSystem)
|
|
- `com.unity.textmeshpro` (for TMP_Text)
|
|
- `com.unity.nuget.newtonsoft-json` (for LogChannel serialization)
|
|
|
|
### Assembly References
|
|
|
|
- `Jovian.InGameLogging` references: `Jovian.SaveSystem`, `Unity.TextMeshPro`, `Newtonsoft.Json`
|
|
- `Jovian.InGameLogging.Editor` references: `Jovian.InGameLogging`
|
|
|
|
## Integration Points (Game Project)
|
|
|
|
1. **EntryPoint.cs**: Create `GameLogStore` instance, pass to game states that need logging
|
|
2. **Game state constructors**: Receive `IGameLogStore`, create `InGameLogger` structs per channel
|
|
3. **UI prefab**: Instantiate `GameLogView` prefab, call `Initialize(IGameLogStore)`
|
|
4. **Save/Load**: Call `GetSaveData()` / `RestoreFromSaveData()` alongside existing save flow
|
|
|
|
## Design Decisions
|
|
|
|
| Decision | Rationale |
|
|
|----------|-----------|
|
|
| Readonly struct for LogChannel | Zero-alloc, value semantics, serializable via string id |
|
|
| Readonly struct for InGameLogger | Per-caller facade with no heap allocation |
|
|
| Ring buffer over List | Fixed capacity, no resizing, O(1) add, oldest eviction built-in |
|
|
| Object pool for UI | Eliminates instantiation after warmup, O(visible) rendering cost |
|
|
| Separate save file via save system | Logging depends on save system, not the other way around |
|
|
| TMP rich text passthrough | No parsing overhead; callers compose rich text directly |
|
|
| Simple Clear() API | Package stays decoupled from game-specific events |
|